Rimworld stack merger mod download






















On larger bases, the load would exponentially increase as the number of pawns, stockpiles, and stacks in stockpiles increases. So yes, caching stacks eligible for merging does make sense. If you don't believe me, maybe you'll believe Tynan, as he's implemented the mechanic using almost exactly the same caching approach.

Establishing whether any given item is eligible to be merged involves checking if that item is allowed and is reachable. The allowed check is trivial, but the reachability check is a simplified pathfinding problem and does have a non-negligible cost. Not only does that check need to be performed for the 'source' item, but also for any number of possible 'target' stacks. Zealord; Merry Christmas to you too!

I was comparing this mod to another, and noting their differences. RAM is almost never a concern except in the most modded of games. As such, it's CPU load that matters, not memory used. In addition, we're talking caches of several hundred references at most here - that's not going to put a dent in your memory usage.

It's absolutely ridiculous to even note CPU times and claim better performance for such trivial tasks. Don't blow it up; we're talking about nanosecond procedures here. Fluffy [author] 23 Dec, pm. Thanks for the kind words everyone :. You could increase the priority of hauling or merging with my Work Tab mod , or just add more haulers?

Jay 25 Nov, pm. Thanks for keeping this updated and for having it implemented into the game! Copper Boltwire 28 Oct, am. This is supposed to be implemented into the game?

NOT as well as this mod had covered it. My B19 playthrough took forever to organize, even if they eventually would which I never noticed :. SmugFrog 20 Oct, pm.

Fluffy [author] 16 Oct, pm. If you can order them to do it manually, they'll eventually do it automatically. But keep in mind it's a low priority job. Either make sure you have enough pawns doing hauling, or use another mod e. AStro88 16 Oct, pm. Are you sure this mod is incorporated in the game? My idiot pawns still have the bad habit to leave tiny stockpiles of the same item in the fridge, forcing me to pick every one of them and order the dumbs to merge them manually.

Fluffy [author] 2 Oct, am. Make sure you haven't done something silly, like restrict the zone, made the zone a prison labour zone mod , or that you're trying to merge between two or more stockpiles only works in the same stockpile. If all that fails, I'm sorry, I can't help you. If you can get it to fail without any mods, report it as a bug.

Otherwise, I'm afraid you'll have to go on a conflict hunting mission by enabling mods until it fails. HowMuhKevinNah It's because stack merging has the absolute lowest base priority in the game. Stormo 2 Oct, am. Congrats on getting your mod integrated into the main game. We won't forget you or your hard work, Fluffy!

HowMuhKevinNah 1 Oct, pm. Fluffy - I can indeed right-click partial stacks to manually get a pawn merge it. That's hardly a solution, though - and I don't understand how the issue could be with priorty. Like I said, I've got the stack merging task set to a higher priority than literally any other task [i. Synaptic Wanderer 1 Oct, pm. I can't thank you enough for everything you've done for us.

Fluffy [author] 12 Sep, pm. HowMuhKevinNah; the last time I checked, it was pretty much identical to my version. You should be able to right-click partial stacks to force merging - if that works it's a priority thing, if it doesn't it's something else forbidden?

Stack Merger keeps a permanent cache of stacks that can be merged. I haven't run any benchmarks, but I expect my mod to have a mostly constant, relatively low cpu load. Stockpile Efficiency will have no load as long as pawns don't have time to do the hauling jobs, but when they search for things to merge the cpu load will most likely be considerably larger.

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